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Topic: Connor's PvE builds (Read 996 times)

While the Tzenkethi Lock Box does not seem to offer much stuff worth adding from a performance point of view the new Miracle Worker Boff abilities right along with the first generation of respective ships show a different picture. Same counts for a new set you get out of one of the latest story missions for free.

I just list the things I found appealing so far and will check them out on my builds in more detail as time goes by.

While Beam: Fire-at-Will is active, any damage that your starship receives will periodically extend its duration.Once per sec while Beam: Fire-at-Will is active, receiving Any Damage grants 0.33 sec Duration to Fire-at-Will (15 sec total duration maximum)

While redditors already over analyze this new trait in their usual elaborateness the DPS league has integrated it into its latest build recommendations before it is even released. We likely deal with a new standard trait on all FAW ships.

Stay At Your PostsActivating an Engineering or Miracle Worker Bridge Officer ability will reduce the recharge time of Tactical Bridge Officer abilities. The amount of cooldown reduction is increased if you are currently below half of your maximum hull capacity. This may only occur once every few seconds.∑ If current Hull at or above 50%: -10% Recharge Time on Tactical Bridge Officer abilities∑ If current Hull below 50%: -20% Recharge Time on Tactical Bridge Officer abilities∑ Can occur once every 5 seconds

The thing may pale a bit compared to the other one but only on first sight. On second it offers the possibility to add the missing CD for FAW if one uses 3 skill points in tactical readiness together with 2 short CDed engineering abilities. Since both of which are used by basically all performance players this makes an easy alternative to tac ability CD management over doffs and/or duplicate copies of the abilities. Especially if one is used to cycle FAW III with II or I this gets appealing becuase with it you end up using only FAW III which is much better than the other two.

To make piloting easier I use a key bind file. Nothing special; with it I just bind a few offensive boff abilities to space-bar which normally fires my weapons only. That way I can concentrate better on captainís and sci abilities not to mention the positioning of my ship.

How is your Key Bind file set up?

1) Download my Key Bind file (Line5.txt) in the attachment of this post and save it in your C:\Program Files (x86)\Star Trek Online_en\Star Trek Online\Live\ folder (or use the directory where STO is saved on your computer).

2) Back in game type the command /bind_load_file Line5.txt in chat. You need to load the file only one time -but- for all of your toons each.

How do I use your Key Bind file then?

3) While in space select row #5 in your tray.

4) Drag all abilities you like to bind to space-bar into row #5 now. Attention: the abilities will be activated from right->left or last->first (so not from left to right how most people read).

5) While in combat continuously keep on pressing space-bar. One by one your bound abilities will activate alongside firing your weapons then.

6) At any time you can change the slotted abilities in row #5 or just throw them out if you don't need them anymore.

What abilities should I bind in what order?

Since bound to space-bar Iíd go with offensive boff abilities you cycle all the time anyway plus the launch of pets which I often tend to forget. From right->left I usually go with:

eptw=>tacteam=>kemo=>apb=>faw=>epts=>launch pets.

Your Key Binds are poo, how do I get rid of them b4 I use my own?

Type in chat: /unbind all

While my Key Binds are rather minimalistic there are a lot of ways to expand on this. For example one could bind all heals on another key by expanding the file for another row. Feel free to experiment. Whatever you do the aim should be to make piloting your ship as easy as possible so you concentrate better on the tasks at hand instead of looking which buttons to push every few seconds.

« Last Edit: December 06, 2017, 11:05:07 PM by Connor »

You joined Omega Combat Division<Dev>Tacofangs@nduguid: Np Neela!Connor@peterconnorfirst does not believe in a No-Win scenario.

Honestly prefer yours for the simplicity can just duplicate lines to diff key and tray number and tada can link up tactical,debuffs,heals etc for now just using the main tac stuff for simplicty ill modify as i get more used to using it

@alzlee: No Win Scenario? Heh Bring It!You really must learn to govern your passions, They will be your undoing -Spock

You can find the link to the new ship-build in the OP and by clicking on the pic in this post.

Since I still not managed to find a more permanent ship for my second character Halo he has the fortune again to test out Crypticís latest special ships. I picked the Tucker class Miracle Worker as it has most tac console slots. So far I only found the new spec boff powers Narrow Sensor Bands and Align Shield Frequencies interesting. Torpedo users (in addition to energy weapons) could make more use of the specs by integrating Mixed Armaments Synergy but I could not be bothered by integrating a torpedo just for this. The ship plays fine and is interesting to some extend but I would lie if I said Miracle Worker ships are the way to go now.

What is the way to go now however would be to use the opportunity to unlock the new trait (Redirecting Arrays) from the Tucker which I did for all my toons using FAW.

Below is the attached file of my grounds keybind file its simply a modification of connor's line5.txt file and uses the tray #5 as well on the ground

Here's Connor's words on how to utilize the bind file...

How is your Key Bind file set up?

1) Download my Key Bind file (ground.txt) in the attachment of this post and save it in your C:\Program Files (x86)\Star Trek Online_en\Star Trek Online\Live\ folder (or use the directory where STO is saved on your computer).

2) Back in game type the command /bind_load_file ground.txt in chat. You need to load the file only one time -but- for all of your toons each.

NOTE: I'd only use such binds on my tactical ground officers honestly don't seem a need for eng or sci since timing is everything for those classes

P.S. Uploaded another file with combat log on n off bound to num7 and num9 key as well as zone privacy public or friends only via num4 or num6 in the updated tac file i also updated to target nearest enemy as well prior to firing and just now num 0 changes target to the setfocused target. Use T instead to keep the manual target lock and spam abilities instead at it.

« Last Edit: December 14, 2017, 04:41:44 PM by Lee »

@alzlee: No Win Scenario? Heh Bring It!You really must learn to govern your passions, They will be your undoing -Spock

Not a prob i have more abioities to pop now for space so i pop tray four and five now along with the seperate key for torps i can upload that later if you like right now im in orlando until after patch

« Last Edit: December 08, 2017, 07:57:59 AM by Lee »

@alzlee: No Win Scenario? Heh Bring It!You really must learn to govern your passions, They will be your undoing -Spock

Love the keybind's guy's. Got me feeling back in the game with the damage I can do again. Lol

Up to 43K DPS (Nexus not CLR)

compared to 10K DPS before I upgraded and got caught up

« Last Edit: December 07, 2017, 11:59:11 PM by Connor »

Silent screams and shattered dreams of what we left at seventeenStill lost within the misery and pain that lies insideHere alone the fight to breathe still searching for the truth to beBlackened by the burning fire held deep inside my mind!

This bind utilizes dps and heals This file utilizes Trays 1 and 2Heals are bound to the "H" Key.Firing and DPS modules + Tricorder Scan are bound to the "R" KeySince sometimes we have a primary target to heal we set focus of them manually and i binded the numpad 0 key to automatically target to the set focused target in sims thats normally the shield gen for me for speedier healing

Video shows how its all done in the order of activation initially basically mods first then fire at will til modules/tricorder available again then it auto activates those again per click.

Each key press can only activate one ability at a time so must continue spamming the keys to keep using them right away.

Via the bind file you can also already turn combat log on by clicking num7 on the keypad and num9 to turn it off.

num4 and num6 simply adjusts the privacy of the zone chat most arent ocd enuff like me to use it heh.

information on how to set up these files i find it best to save it within the C: drive and outside of program files itself for less issues loading the binds can be saved as C:\groundsci.txt for and using /bind_load_file C:\groundsci.txt accordingly whichever just keep it as simple u can

To use the bind on multiple toons each needs to load the bind file via the load_bind_file command and do so again after updating such files for the changes to take place enjoy!

NOTE: bind file now supports 5 heals right alongside each other dont slot anything if u dont want the h key to activate it in the first 5 rows

NOTE: numpad 1 does the bownumpad 2 does the bloodwine numpad 3 does the raise the roof

« Last Edit: December 23, 2017, 04:26:19 AM by Lee »

@alzlee: No Win Scenario? Heh Bring It!You really must learn to govern your passions, They will be your undoing -Spock

You can find the link to the new ship-build in the OP and by clicking on the pic in this post.

Over the holidays I was finally able to get my hands on yet another promotional ship; this time for my engineering toon Cabal. Like her previous craft the ship is set up as PvE tank utilizing the miracle worker specialization tree with a bit more heals and resistances than I usually use. Thanks to the threatening stance, attract fire and a doff generating more threat when using AP Delta the build is able to keep away aggro from players dishing out around 100k and below. For the moment the Sheshar is my #1 choice for all maps where hard beating is to be expected and where one faces a wide target distribution. Only downside of the build is its limited maneuverability but the moment the ship is where itís supposed to be itís there to last.

For ground Cabal has received my interpretation of an ideal engineer build for the colony defense simulation which is based on Feliseanís guide for the STO-League as well as his in game feedback. The toon is my default choice for this activity.